Shooting simulator for fluvial combat training

dc.contributor.authorCarlos Rodríguez
dc.contributor.authorJosé Tiberio Hernández
dc.contributor.authorPablo Figueroa
dc.coverage.spatialBolivia
dc.date.accessioned2026-03-22T17:15:15Z
dc.date.available2026-03-22T17:15:15Z
dc.date.issued2012
dc.description.abstractVirtual shooting training has become very attractive because of possible cost reductions and precise evaluation. This article describes the development of a shooting simulator to train soldiers in fluvial combat. This simulator combines the motion of a mechanical platform with virtual imagery and sound to produce an immersive scenario for training purposes. Our prototype, which is in its last phase of construction, has four training tasks with three levels of difficulty. Initially, each task is defined in terms of a virtual trajectory, used by our custom-based motion platform to produce realistic movements, based on a simple dynamic model from real measurements. Our visualization, sound effects, and metrics are implemented on the Torque game engine. Finally, a postprocessor system computes a metrics report.
dc.identifier.doi10.25043/19098642.69
dc.identifier.urihttps://doi.org/10.25043/19098642.69
dc.identifier.urihttps://andeanlibrary.org/handle/123456789/63080
dc.language.isoen
dc.publisherCorporación de Ciencia y Tecnología para el Desarrollo de la Industria Naval, Marítima y Fluvial - COTECMAR
dc.relation.ispartofCiencia y tecnología de buques
dc.sourceUniversidad de Los Andes
dc.subjectComputer science
dc.subjectVisualization
dc.subjectVirtual reality
dc.subjectSimulation
dc.subjectTraining (meteorology)
dc.subjectTask (project management)
dc.subjectVirtual machine
dc.subjectTrajectory
dc.subjectMotion (physics)
dc.subjectHuman–computer interaction
dc.titleShooting simulator for fluvial combat training
dc.typearticle

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